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- /**************************************************************************/
- /* FBXAnimation.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2019, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file FBXAnimation.cpp
- * @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
- * Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
- */
- #include "FBXCommon.h"
- #include "FBXDocument.h"
- #include "FBXDocumentUtil.h"
- #include "FBXParser.h"
- namespace FBXDocParser {
- using namespace Util;
- // ------------------------------------------------------------------------------------------------
- AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
- Object(id, element, name) {
- const ScopePtr sc = GetRequiredScope(element);
- const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
- const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
- // note preserved keys and values for legacy FBXConverter.cpp
- // we can remove this once the animation system is written
- // and clean up this code so we do not have copies everywhere.
- ParseVectorDataArray(keys, KeyTime);
- ParseVectorDataArray(values, KeyValueFloat);
- if (keys.size() != values.size()) {
- DOMError("the number of key times does not match the number of keyframe values", KeyTime);
- }
- // put the two lists into the map, underlying container is really just a dictionary
- // these will always match, if not an error will throw and the file will not import
- // this is useful because we then can report something and fix this later if it becomes an issue
- // at this point we do not need a different count of these elements so this makes the
- // most sense to do.
- for (size_t x = 0; x < keys.size(); x++) {
- keyvalues[keys[x]] = values[x];
- }
- const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
- if (KeyAttrDataFloat) {
- ParseVectorDataArray(attributes, KeyAttrDataFloat);
- }
- const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
- if (KeyAttrFlags) {
- ParseVectorDataArray(flags, KeyAttrFlags);
- }
- }
- // ------------------------------------------------------------------------------------------------
- AnimationCurve::~AnimationCurve() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
- const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
- size_t whitelist_size /*= 0*/) :
- Object(id, element, name), target(), doc(doc) {
- const ScopePtr sc = GetRequiredScope(element);
- // find target node
- const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
- const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
- for (const Connection *con : conns) {
- // link should go for a property
- if (!con->PropertyName().length()) {
- continue;
- }
- Object *object = con->DestinationObject();
- if (!object) {
- DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
- continue;
- }
- target = object;
- prop = con->PropertyName();
- break;
- }
- props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
- }
- // ------------------------------------------------------------------------------------------------
- AnimationCurveNode::~AnimationCurveNode() {
- curves.clear();
- }
- // ------------------------------------------------------------------------------------------------
- const AnimationMap &AnimationCurveNode::Curves() const {
- /* Lazy loaded animation curves, will only load if required */
- if (curves.empty()) {
- // resolve attached animation curves
- const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
- for (const Connection *con : conns) {
- // So the advantage of having this STL boilerplate is that it's dead simple once you get it.
- // The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
- Object *ob = con->SourceObject();
- AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
- ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
- curves.insert(std::make_pair(con->PropertyName(), anim_curve));
- }
- }
- return curves;
- }
- // ------------------------------------------------------------------------------------------------
- AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Object(id, element, name), doc(doc) {
- const ScopePtr sc = GetRequiredScope(element);
- // note: the props table here bears little importance and is usually absent
- props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
- }
- // ------------------------------------------------------------------------------------------------
- AnimationLayer::~AnimationLayer() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
- size_t whitelist_size /*= 0*/) const {
- AnimationCurveNodeList nodes;
- // resolve attached animation nodes
- const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
- nodes.reserve(conns.size());
- for (const Connection *con : conns) {
- // link should not go to a property
- if (con->PropertyName().length()) {
- continue;
- }
- Object *ob = con->SourceObject();
- if (!ob) {
- DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
- continue;
- }
- const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
- if (!anim) {
- DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
- continue;
- }
- if (target_prop_whitelist) {
- const char *s = anim->TargetProperty().c_str();
- bool ok = false;
- for (size_t i = 0; i < whitelist_size; ++i) {
- if (!strcmp(s, target_prop_whitelist[i])) {
- ok = true;
- break;
- }
- }
- if (!ok) {
- continue;
- }
- }
- nodes.push_back(anim);
- }
- return nodes;
- }
- // ------------------------------------------------------------------------------------------------
- AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Object(id, element, name) {
- const ScopePtr sc = GetRequiredScope(element);
- // note: we don't currently use any of these properties so we shouldn't bother if it is missing
- props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
- // resolve attached animation layers
- const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
- layers.reserve(conns.size());
- for (const Connection *con : conns) {
- // link should not go to a property
- if (con->PropertyName().length()) {
- continue;
- }
- Object *ob = con->SourceObject();
- if (!ob) {
- DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
- continue;
- }
- const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
- if (!anim) {
- DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
- continue;
- }
- layers.push_back(anim);
- }
- }
- // ------------------------------------------------------------------------------------------------
- AnimationStack::~AnimationStack() {
- if (props != nullptr) {
- delete props;
- props = nullptr;
- }
- }
- } // namespace FBXDocParser
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